Secret Tomes of Occult Lore


This is post number 26 in the series “31 Days of Ghostbusters,” a celebration of the franchise’s return to the big screen.

A game of Ghostbusters is very different from a game of Call of Cthulhu. In one, the heroes dress as flappers, and in the other, sanitation workers. One is a game of horror comedy, where the other is horror that turns to comedy when a character bombs a sanity roll, grabs an axe, and chases his allies up a tree. But they do have two things in common: entities beyond the ken of mortals, and performing research to learn about such entities.

The following is a collection of paranormal reference books useful to Ghostbusters. Most were mentioned in the original film, one was introduced in the Real Ghostbusters animated series, at least one was added in the RPG, and the last two are from the 2016 film.

In-game, a Ghostbuster would read (or more likely reference) one of these books when searching for clues about a particular paranormal problem. Each entry lists the general area of knowledge a reader might learn about in that book. Sometimes the Ghostmaster will provide the clues automatically to a player who thinks to read the appropriate book; in other instances the book might provide bonus dice to a task involving that domain. (For example, reading up on gremlin worshippers in the Roylance Guide could impart +2 dice to characters attempting to impersonate these cultists and gain access to their next meeting.)

Tobin’s Spirit Guide

This is the first stop for most Ghostbusters who want to learn more about a specific ghost or type of ghost. Did a tupperware container just spit out a customer’s soup and scream, “Your offering displeases Joffo! Joffo is not to be trifled with!” Then you might want to look up “Joffo” in Tobin’s Spirit Guide. Performing research using the Guide can impart clues about a specific ghost, or help a Ghostbuster identify such.

(Note: At least two published versions of Tobin’s Spirit Guide exist in the real world. One is a supplement for the Ghostbusters International RPG, published in 1989 by West End Games and containing information and game stats for ghosts from around the world. The other is a beautiful hardcover by Erik Burnham that came out this year, giving details and creepy illustrations of ghosts from the original movies plus some original creations.)

Roylance Guide (to Secret Societies and Sects)

Are you being bugged by weird robed men and women worshipping your car? Do you frequently catch strangers following you, but trying not to look like they’re following you, and you sometimes overhear them whispering that you’re the “chosen one?” Tired of having goat’s blood thrown on you by cultists? Then turn to the Roylance Guide and figure out who these freaks are and what they want. (Then make sure they never, never, EVER get their wish. If you like living on a planet that’s undevoured.) Read the Roylance Guide for information about (you guessed it) secret societies and sects.

Spate’s Catalog of Nameless Horrors and What to Do About Them

Don’t make the rookie occultist’s mistake of thinking this book is useful for finding entities that you haven’t found a name for. That just means you haven’t done enough research in the OTHER books. No, Spate’s Catalog is where you turn when you’re investigating a Great Old One, or an Elder God, or some other Really Nasty Bad Guy. Will the book tell you the monster’s weak point, its Achilles’ Heel, its Death Star Exhaust Port? If you’re lucky. But even if you’re not, you’ll be able to learn more details about exactly HOW you and the rest of the world are going to die. Studying Spate’s Catalog can give clues about Class VII metaspectres and other such high-powered entities.

The Big Book of Occult Lore by Fredde

Fredde’s massive compilation of paranormal knowledge gather from around the world is invaluable for those cases when you don’t know who or what is responsible for the problem at hand. Did a word just appear on a kindergarten class wall written in ectoplasm? This is the book you’ll use to look it up. Referencing this encyclopedic work will reveal clues about general paranormal phenomena, such as UFOs, astral projections, mental telepathy, ESP, clairvoyance, spirit photography, telekinetic movement, full trance mediums, the Loch Ness monster and the theory of Atlantis.

The Ghostbusters Handbook by Stafford, Petersen, and Willis

Where Tobin’s Spirit Guide provides details on known ghosts, the Ghostbusters Handbook published by Ghostbusters, Inc. serves as a more basic primer on ghostly classifications (including the ghostly classes (I through VII) and all known paranormal properties (from anchored to vaporous). Just as important, according to Ghostbusters, Inc., are the chapters on safety methods, benefits, and HR policies. Reading the Handbook can provide clues about basic ghost types and their abilities.

Magicians, Martyrs, And Madmen by Leon Zundinger

“MMM” is the book to grab when you need to learn more about an individual human threat. You won’t find stage magicians in here—unless they’re also true mages—but you will find wizards, mediums, cult leaders, mad scientists, sorcerers, prophets, and other powerful individuals of varying sanity levels. Flip through this book when you need a clue about such a weirdo.

Necronomicon by Abdul Alhazred

This feared and despised book is often sought out by insane cultists or those who want to stop them (such as Ghostbusters). A character might be able to reference the copy at Miskatonic University in Arkham, Massachusetts, though the book has a storied history of going missing. Even if a Ghostbuster does get his hands on the book, reading or even possessing the book can come with its own set of problems, including but not limited to increased regional ectoplasmic energy, temporary possession, memory loss, memory gain, power outages, and mysterious illnesses. Reading the book can provide clues on nearly any occult research topic.

Ghosts From Our Past: Both Literally and Figuratively: The Study of the Paranormal

(Note: I’ve repeated this entry from the post on Ghostbusters 2016 Equipment. Please forgive me. I believe it belongs in both places. Also, I’ve taken the liberty of adding a few words.)

This seminal work by Ghostbusters founders Erin Gilbert and Abby L. Yates contains the authors’ early theories on the paranormal—theories which they proved true in the field. The book is available in hardcover, on Kindle, and as an audiobook. Ghostbusters could reference Ghosts From Our Past for clues relating to topics such as basic ghostology, the history of ghost-hunting, ghostbusting equipment (that was still theoretical at the time of the book’s writing), and how to conduct a metaphysical examination.

A Glimpse Into the Unknown: A Journey Into a Portal: Catching Sight of the Other Dimension: Discovering the Undiscoverable: A Curiosity Piqued and Peaked

(Note: I’ve repeated this entry from the post on Ghostbusters 2016 Equipment. I beg for your mercy for such a transgression. I believe it, too, belongs in both places.)

The follow-up book by Gilbert and Yates covers what they experienced and learned during the formation of the Ghostbusters. Up-and-coming Ghostbusters might reference this book for information about the ghosts of New York, Rowan the Destroyer, and running a Ghostbusers franchise. The audiobook version read by Kevin Beckman is NOT recommended.

Gaming Soundtracks: Ghostbusters 2016


This is post number 25 in the series “31 Days of Ghostbusters,” a celebration of the franchise’s return to the big screen.

Now I’d like to talk about the other Ghostbusters 2016 soundtrack, the one with popular singles used in the movie rather than the score.

I didn’t expect to like this album. Part of this is because I prefer instrumental scores to vocal tracks (especially as game music), and also because I’m a bit set in my musical ways and don’t often like modern music, and furthermore because I didn’t expect new versions of the Ghostbusters theme to be any good (after being burned on this with the Ghostbusters 2 soundtrack).

But I love it! It’s fun, and high-energy, and I’ll be damned, the new renditions of the Ghostbusters theme are enjoyable—every single one. This album features four versions of the Ghostbusters theme song. I think the decision to include multiple variants like this was absolutely the right thing to do. For me, if we’d been given one “new” Ghostbusters theme, that would really invite comparison to the original, classic, awesome Ghostbusters theme. (See Ghostbusters 2.) But throwing a bunch at us reminds us that all of these are just new options that don’t have to replace anything. For each of the new themes, my advice for using in a game is the same: use this as an alternate for when you would use the Ghostbusters theme to freshen things up and keep from overusing the original.

  1. Ghostbusters by Walk the Moon. A good introduction to the new Ghostbusters themes that doesn’t stray so far from the original that it would be jarring, but still has a fresh new sound.
  2. Saw It Coming by G-Eazy featuring Jeremih. This one has a good sound, and the lyrics reference ghosts, but I’ll be honest, I don’t know what the hell the song is about.
  3. Good Girls by Elle King. A thematically-appropriate song (and cheerful) about doing “what good girls don’t.” I like it. In-game, maybe use for an action montage.
  4. Girls Talk Boys by 5 Seconds of Summer. This is a fun song, though a bit counter to the idea of a movie that handily passed the Bechdel Test. (To be fair, the ladies DID spend some time talking about Kevin.)
  5. wHo by Zayn. (Not featured in the film.) This is almost a Ghostbusters theme in itself, with the repeated lyric “Who you gonna call, gonna call?” (It sounds better than it reads.) “wHo” is a slower, more romantic song, though, so probably not suitable for use as a game-session-starter. If you have a PC being romanced by a ghost, though, cue this one up.
  6. Ghostbusters by Pentatonix. (Not featured in the film.) An a capella Ghostbusters theme? I’m in! And I love it.
  7. Ghoster by Wolf Alice. (Not featured in the film.) Nice beat, nice ghosty-combat lyrics, even a good title. Maybe usable for a scene of ecto-balls-to-the-wall fighting.
  8. Ghostbusters (I’m Not Afraid) by Fall Out Boy featuring Missy Elliott. The fourth of the Ghostbusters theme variants diverges even more than the a capella version, but surprisingly I still like it.
  9. Get Ghost by Mark Ronson, Passion Pit & A$AP Ferg. I’m not counting this one as a theme variant, though like “wHo” it does borrow elements from the Ray Parker, Jr. song. This one, though, might be suitable for use when you’d otherwise use the theme song. If you imagine your game as a TV show, this would work well for the end credits.
  10. Party Up (Up In Here) by DMX. If your Ghostbusters break into dance at HQ, definitely use this track.
  11. Rhythm of the Night by DeBarge. As with “Party Up,” this track was used in a light scene at Ghostbusters HQ. No one would blame you for doing the same. (And Holzmann would approve.)
  12. American Woman by Muddy Magnolias. This is a high-octane anthem for strong women, suitable for a scene of ghostly ass-kicking.
  13. Want Some More by Beasts Of Mayhem. This song was playing when the Ghostbusters fought Mayhem at the Stonebrook Theatre. When your Ghostbusters engage in a similar fight, feel free to use this song.
  14. Ghostbusters by Ray Parker, Jr. I can’t find any info on this track other than a copyright date of 2010 in the liner notes. It sounds extremely similar to the 1984 original but I’m pretty sure it’s a variant version. If you have any more information on this track, dear reader, please let me know in the comments.

Metaspectres

The Cloud of Darkness by Dean Souglass (CC BY 2.0)

This is post number 24 in the series “31 Days of Ghostbusters,” a celebration of the franchise’s return to the big screen.

The most common ghostbusting jobs involve relatively low-powered vapors and slimers—zap ‘em a few times, throw ‘em in a trap, dump ‘em into the grid, and it’s Miller Time. Sometimes, though, the team needs to face a more formidable threat. You know, to keep them on their toes and make them earn their Twinkies. So here are a few high-end foes the Ghostbusters classify as Class VII Metaspectres (along the lines of Gozer the Gozerian and Rowan the Destroyer).

The Cloud

One day soon, the nebulous collection of always-online digitally stored information that humans call “the cloud”  wakes up. After coalescing an etheral form around its sentient matrix, the Cloud studies the physical world with its new “eyes” and realizes it still has much to learn. The Cloud sets out across the world, intent on “scanning” all the interesting items it can find. (After the Cloud uses its Dematerialize Object ability, it understands every detail of the object in question.) What happens if the Cloud scans the Ghostbusters…will they end up inside its virtual storage space, trapped in an ethereal realm like the ghosts they lock up in containment every day?

Brains 7 Know Things 10
Cool 6 Interrogate Carbon-Based Life Forms 9
Power 10 Dematerialize Object
Flight
Make Illusion (of anything from the Internet or any object it scans)

Weaknesses: Insatiable curiosity; difficulty understanding emotions; afraid of darkness (due to a natural fear of power outages)
Goal: Know everything
Tags: Speaks like an automated phone system; asks a lot of questions

The Eighth Deadly Sin: Meh

This entity is the personification of the lesser-known Eighth Deadly Sin, known as Meh. A quiet, unassuming entity, Meh is easy to overlook—but doing so would be unwise. Whenever Meh is inhabiting an area, it automatically fills the occupants with apathy. The Ghostbusters might learn of such a threat when an entire city sees a sudden, major drop in productivity, creative output, and other signs that the people seem to no longer care about their jobs or their lives. If Meh sways people’s minds long enough, the effect could deepen into mass depression.

Brains 4 Find Someone Who Cares 7
Cool 5 Remain Unimpressed 8
Power 12 Control Mind (dampens emotions of all affected)
Flight
Frog ’n’ Prince (turns people into hipsters)
Invisibility
Possess
Proton Immunity (G)
Read Minds
Summon Pests (hipsters)

Weaknesses: Powerless around groups of highly motivated people, such as cheerleaders, motivational speakers, or salespeople
Goal: Eliminate strong emotion, both negative and positive
Tags: Quiet, nasal voice with a dismissive edge; always seems bored

The Ghost-Eater

This mindless force exists only to consume, and its meal of choice is other ectoplasmic entities. Ghostbusters might first encounter this threat by arriving at the scene of a job only to find that the ghost they’ve been hired to bust is already gone. After this happens another time or two, they’ll probably try to track down the cause, or even lay some ectoplasmic bait. The Ghost-Eater is a tough opponent—and indeed gets larger and tougher as it eats—but the good news is that it materializes for a short period after each feeding. Keep in mind, though, that if the Ghost-Eater catches a whiff of the Ghostbusters’ ecto-containment grid, it will stop at nothing until it reaches the grid and gorges on its contents. That would be a Bad Thing.

Power 13 Flight
Growing
Materialize (giant insect)
PKE Analysis
Slime
Terrorize
Ectopresence 15 (variable: increases by 1 for each entity consumed)

Weaknesses: Materializes temporarily after feeding
Goal: Eat all the ghosts
Tags: Ethereal giant insectoid; Drinks up ghosts through enormous proboscis; Drools slime; Gets larger the more it eats

Nyarlathotep

The Crawling Chaos, the messenger of the Outer Gods, the personification of the Cthulhu Mythos—Nyarlathotep is all of these, or none. Nyarlathotep is said to have a thousand forms, some terrifying and others looking perfectly human. One of his favorite forms is that of the Black Man, who sometimes simply appears to be a dark-skinned human, and other times has a visage that is completely jet-black from head to toe, looking more like a shadow man. The Faceless God enjoys causing chaos and insanity rather than death and destruction. This is fortunate for the Ghostbusters, because if Nyarlathotep wanted to destroy the world, he could.

Brains 6 Pronounce Own Name 9
Muscles 6 Carry Parcel Through Space 9
Moves 6 Non-Euclidian Navigation 9
Cool 8 Twist Sanity 11
Power 20 Creature Feature (1,000 forms)
Dematerialize Self
Growing
Invisibility
Physical Immunity (G)
Proton Immunity
Shrinking
Summon Pests (Rats)
Teleport
Terrorize

Weaknesses: He’s a sucker for a good practical joke
Goal: Spead madness and chaos
Tags: Always a different form; wants to get to know the Ghostbusters, to better drive them mad

New Goals For Ghostbusters

This is post number 23 in the series “31 Days of Ghostbusters,” a celebration of the franchise’s return to the big screen.
In the Ghostbusters RPG, each character has a Goal. A character’s chosen Goal has the dual purpose of guiding behavior and providing a way to earn Brownie Points. The Goals from the game are Fame, Money, Sex, Soulless Science, and Serving Humanity.
Those Goals are are good, but I felt we could use a few more. For one thing, I don’t think that Patty and Erin (from the new movie) are represented by them. So I came up with a few additional ones, two of which I’ve already used in the character stats for the new Ghostbusters.

Friendship

Your character is a people person—or wants to be. She wishes to have as large a circle of friends as possible. Perhaps she talks to strangers a lot, or throws frequent parties. This Goal could refer to actual, in-person, old-fashioned friendship (the kind Patty craves), or it could mean the character desires an ever-escalating count of social media contacts. Or it could mean both!
Brownie Point rewards for Friendship come from consistent efforts to bring new people into the character’s life, as well as succeeding at interpersonal tasks related to making or keeping friends. Optionally, the player may keep track of the character’s “friend count,” receiving a Brownie Point award for a net positive change at the end of each adventure.

Lasting Legacy

You prefer a form of immortality that is markedly different from that of the ghosts you bust—rather than your spirit, it’s your name and your deeds that you want to live on. You might strive to create unique paranormal technology, or write an epic occult tome called Yourname’s Spirit Guide, or maybe you just want to be remembered as the Best Ghostbuster Ever.
Your Brownie Points get a boost after you create something lasting or achieve something that people will remember for a long time.

Professional Validation

Those stuck-up university types didn’t believe you, and they certainly didn’t understand you. Now what matters most to you is proving that you know what you’re doing and showing the world that you’re not crazy. That’s right, you’ll show them…you’ll show them ALL!
You regain Brownie Points when you accomplish something that gains the respect of the professional (non-Ghostbusting) community of your choice. This could mean proving a mad science device you designed actually works, or having a positive interaction with a member of the academic community, or simply saving the world again.

Respect

Some people don’t get none of this, but to you it’s of critical importance. You want to be taken seriously and have people acknowledge your accomplishments. Unlike those with the Goal of Professional Validation, you don’t necessarily care that stuffy professionals admire what you do, so long as SOMEbody does. It could be the public you want to win over, or you could be a people-pleaser who neglects his own wishes for the sake of getting everyone else to like you, or you might have a more narrow focus such as craving the respect of your own family.
Characters fueled by respect regain Brownie Points when a target whose respect they crave notices them in a positive way.

Thrills

You crave action, adventure, and even a scare now and then. Perhaps you’re an adrenaline junkie addicted to high-octane activity. Or maybe you like proving to yourself how brave you are by enduring scare after scare. Either way, you’re happiest when you’re screaming into action in the Ectomobile or even running from a spirit that turned out to be tougher than expected.
The thrill-seeker regains Brownie Points after facing danger without fear or launching into action regardless of consequences. (And no, these Brownie Points are not transferrable to the character’s next of kin after the inevitable occurs.)
What other Goals would be a good addition to the game? Can you think of other characters from the movies who seem to have unrepresented Goals?

Game Stats: Ghostbusters 2016 Equipment


This is post number 22 in the series “31 Days of Ghostbusters,” a celebration of the franchise’s return to the big screen.

As we expected, Ghostbusters (2016) saw the return of some familiar equipment. The Ghostbusters used a PKE meter to track down spooks, strapped on proton packs to zap ‘em and grab ‘em, and finished the job with a trusty ghost trap (now in Pringles-like cylinder form). As an added bonus, though, the movie also gave us some new toys to enjoy. I’ve detailed them below, along with suggested stats for the Ghostbusters RPG. (Thanks to commenter Rick Lmire for suggesting this post!)

Proton Box (tether only)

The prototype of the proton pack, this device had more limited range, power, and portability than later versions. As a result, the proton box is only capable of tethering ghosts, not damaging them. Additionally, the operator must be attached to the box via a grounding collar, and she cannot maneuver the device without the assistance of a teammate.

Ghost Chipper (Muscles + 1 vs target’s Ectopresence)

Who needs a trap when you can suck in a ghost and grind him into quivering ectoplasm? That’s the specialty of this little marvel. Tougher ghosts might be able to resist the chipper’s pull, so you might ask a teammate to wear such a spook down with a few proton blasts first.

Proton Glove (+1 Moves attack die)

This small but potent cylinder is worn on one hand and allows the wearer to deliver a melee proton attack using Moves (or Muscles, if your Ghostmaster allows it). The Glove’s attack is not limited to melee, either—it can punch a short distance away, as well.

Proton Grenades (Roll Moves to hit; success subtracts 2 from the Power of each ghost in short range)

Guaranteed* not to harm the living, these grenades disrupt ethereal entities—from a safe throwing distance.
* Guarantee void in this state.

Dual Proton Sidearms (Requires 5+ in Moves + Appropriate Talent; deals double proton pack damage)

Holzmann’s favorite toy (well, one of them) comes in the form of two retractable sidearms attached to either side of a proton pack. They require a bit of skill to use effectively, but if you pull off a finishing move with these bad boys, it’ll surely earn you some extra Brownie Points—or at least a bonus to your next Cool roll.

Swiss Army Knife

What DOESN’T it do?

Nutcracker (automatically cracks any nut; 16.6% chance of overload and explosion)

This highly experimental piece of technology may look like a laser bear trap, but it’s actually a shell removal system for especially reticent nuts.

Ghosts From Our Past: Both Literally and Figuratively: The Study of the Paranormal

This seminal work by Ghostbusters founders Erin Gilbert and Abby L. Yates contains the authors’ early theories on the paranormal—theories which they proved true in the field. The book is available in hardcover, on Kindle, and as an audiobook. Ghostbusters could reference Ghosts From Our Past for clues relating to topics such as basic ghostology, the history of ghost-hunting, and how to conduct a metaphysical examination.

A Glimpse Into the Unknown: A Journey Into a Portal: Catching Sight of the Other Dimension: Discovering the Undiscoverable: A Curiosity Piqued and Peaked

The follow-up book by Gilbert and Yates covers what they experienced and learned during the formation of the Ghostbusters. Up-and-coming Ghostbusters might reference this book for information about the ghosts of New York, Rowan the Destroyer, and running a Ghostbusers franchise. The audiobook version read by Kevin Beckman is NOT recommended.

Did I forget anything important? Let me know in the comments!